mirror of
https://github.com/BreizhHardware/project_sanic.git
synced 2026-01-18 16:47:25 +01:00
137 lines
5.3 KiB
Python
137 lines
5.3 KiB
Python
import pygame
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from PIL import Image, ImageSequence
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class Cinematic:
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"""Class to handle cinematics in the game"""
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# Class variable to track if cinematics have been played (shared across all instances)
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played_cinematics = {"Level 1": False, "Level 2": False, "Level 3": False}
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def __init__(self):
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"""Initialize cinematic resources"""
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# Load resources
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self.player_image = pygame.image.load(
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"assets/player/Sanic Base.png"
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).convert_alpha()
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self.princess_image = pygame.image.load(
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"assets/map/exit/Zeldo.png"
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).convert_alpha()
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# Prepare the boss GIF
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self.boss_gif = Image.open("assets/map/enemy/boss.gif")
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self.boss_frames = [
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frame.copy() for frame in ImageSequence.Iterator(self.boss_gif)
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]
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self.boss_frame_index = 0
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self.player_image = pygame.transform.scale(self.player_image, (200, 200))
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self.princess_image = pygame.transform.scale(self.princess_image, (200, 200))
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def _create_gradient_background(
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self, screen, start_color=(0, 0, 128), end_color=(0, 0, 0)
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):
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"""Create a gradient background for the cinematic"""
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width, height = screen.get_size()
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background = pygame.Surface((width, height))
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for y in range(height):
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ratio = y / height
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r = int(start_color[0] * (1 - ratio) + end_color[0] * ratio)
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g = int(start_color[1] * (1 - ratio) + end_color[1] * ratio)
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b = int(start_color[2] * (1 - ratio) + end_color[2] * ratio)
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pygame.draw.line(background, (r, g, b), (0, y), (width, y))
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return background
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def _display_cinematic_text(self, screen, lore_text, level_name):
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"""Helper function to display cinematic text with animations"""
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font = pygame.font.Font(None, 36)
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pygame.mixer.init()
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cinematic_voice = pygame.mixer.Sound("assets/sound/cinematic_voice.mp3")
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gradient_bg = self._create_gradient_background(screen)
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screen.blit(gradient_bg, (0, 0))
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for i, line in enumerate(lore_text):
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for event in pygame.event.get():
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if event.type == pygame.KEYDOWN:
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return False # Skip the cinematic if any key is pressed
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# Play the voice audio
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cinematic_voice.play()
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# Display character images based on text content
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if "Sanic" in line:
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screen.blit(self.player_image, (100, 400))
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if "Zeldo" in line:
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screen.blit(self.princess_image, (700, 400))
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if "Wheatly" in line or "Wheatley" in line:
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for _ in range(46):
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for event in pygame.event.get():
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if event.type == pygame.KEYDOWN:
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return False # Skip the cinematic if any key is pressed
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boss_frame = self.boss_frames[self.boss_frame_index]
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boss_frame = boss_frame.convert("RGBA")
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boss_frame = pygame.image.fromstring(
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boss_frame.tobytes(), boss_frame.size, boss_frame.mode
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)
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boss_frame = pygame.transform.scale(boss_frame, (200, 200))
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screen.blit(boss_frame, (400, 400))
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pygame.display.flip()
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pygame.time.wait(100)
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self.boss_frame_index = (self.boss_frame_index + 1) % len(
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self.boss_frames
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)
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text_surface = font.render(line, True, (255, 255, 255))
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screen.blit(text_surface, (50, 50 + i * 40))
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pygame.display.flip()
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pygame.time.wait(2000)
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cinematic_voice.stop()
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# Mark this cinematic as played
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Cinematic.played_cinematics[level_name] = True
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return True
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def play_cinematic(self, game_resources, level_name):
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"""Play the cinematic for levels"""
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# Check if this cinematic has already been played
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if Cinematic.played_cinematics.get(level_name, False):
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return
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screen = game_resources.displaysurface
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if level_name == "Level 1":
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lore_text = [
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"Once upon a time in a land far away...",
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"A brave hero named Sanic...",
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"And a beautiful princess named Zeldo...",
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"Has been captured by the evil boss...",
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"Wheatly !!!",
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"Sanic must rescue Zeldo...",
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]
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self._display_cinematic_text(screen, lore_text, level_name)
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elif level_name == "Level 2":
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lore_text = [
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"When Sanic arrives at Zeldo's position...",
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"He realizes that it's a trap...",
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"Zeldo is actually a fake...",
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"And the real Zeldo is in another castle...",
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]
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self._display_cinematic_text(screen, lore_text, level_name)
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elif level_name == "Level 3":
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lore_text = [
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"Sanic must face the evil boss Wheatley...",
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"To rescue the real princess Zeldo...",
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"Will Sanic succeed?",
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]
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self._display_cinematic_text(screen, lore_text, level_name)
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else:
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print(f"No cinematic available for {level_name}.")
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